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misc.txt
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The MISCELLANEOUS Document
--------------------------
----------------------------
ChunkyMUD Contributor-People
----------------------------
Name - Email - Current Projects
----------------------------------------------------------
malander - [email protected] - "Mr. FastFingers"
sandrews - [email protected] - Builder of 'Confex FuNhOuSe'?
Chaos404 - [email protected] - Socials coder?
AaronCheez - [email protected] - Logging system?
Scott McCurry - [email protected] - The Everything Guy!
Note: Some of the team may not be actively contributing anything.
--------------------
List of Contributors
--------------------
(knowingly or unknowingly)
- The person who did the wonderful obfuscation that displays the
Camel in ASCII art. I borrowed this for the 'goodbye' message. Thank you,
and tell me your name if you read this, so that I might update this file!
- Aaron Sokoloski (AaronCheez on AIM), Mike Lambert (mongomike1 on AIM)
for answering some miscellaneous questions I had.
- mystik for the 'uptime' code (well, mostly for his sample calculations
since I hacked the rest of it apart.)
- The "Invincible Desert Dragon Sword Goddess" for inspiring me to code the
'amoo' social.
-------------------------------------
ChunkyMUD Code Formatting Conventions
-------------------------------------
- 2-column indent on code.
- No space before semicolon.
- No space around parentheses:
push(@array, $scalar);
- On nested function calls (print join('', map { $_++ } @somearray))
parentheses should be applied where applicable, for readability.
- Uncuddled braces, and lined up with keyword that starts them
if ($x eq $y) {
print "Word up, dawg! \n";
} else {
...
}
For the most part, I'm pretty anal about code formatting .. Some
statements like open I will use a space on, for some reason.
--------------------------------------
Miscellaneous Notes
--------------------------------------
- Though it should be obvious, it must be noted that the MUD runs quite a bit
faster with warnings turned OFF. So when putting this up on a server for others
to use, this should be the thing to do. (Otherwise, if developing the code,
turn warnings ON ;-)
- There are two ways of handling client requests, the possibly-better-but-maybe-not
(i.e., alpha, untested mode) code for it is commented out, and will be tested when
we get a server to playtest.
- Command-processing speed: Playing the game solo, and just spamming commands, I've
counted it processing 14 requests/second. Considering the fact that to count this
I had to throw a warn statement in handle() that got called on each request (which
will severely slow the code down) I think it is safe to say that this code is
pretty good ;)